Supreme Prison Battle
The central objective
This guide covers the in-server battle for the Supreme Prison at the center
of the Field Map. Before the battle, open Supreme Prison and check
Detailed Rules, Rewards, and every building tooltip. They define the
priorities for that round.
What your alliance is trying to do
The central objective is the Supreme Prison. Your alliance needs a coordinated way to take it, keep it supplied, and respond when control changes. The exact win condition can vary, so first confirm whether your server measures a hold timer, total occupation time, a settlement ranking, or another condition.
Treat the fight as a sequence, not one large attack:
- Prepare marches and a clear command channel before the objective opens.
- Use the strongest qualified players to lead the first focused pushes.
- Fill the captured objective with reinforcements instead of scattering marches across the map.
- Keep a reserve ready for the next rally or a sudden change of control.
Before the battle
Confirm the rule sheet
Have one officer record these details in alliance chat before calls begin:
- Opening and settlement time in the alliance time zone.
- How the winner is decided.
- Requirements to attack, rally, reinforce, teleport, or receive rewards.
- The number and effect of any nearby turrets or support buildings.
- Hospital, wounded, and troop-loss rules.
- Any title, reward, or Supreme Buff rules after settlement.
This prevents the alliance from spending troops on an outdated assumption.
Publish the roster early
When possible, publish the roster and roles one or two days before the scheduled battle. Name the main rally leads, defense lead, reinforcement team, reserve team, and any team assigned to nearby objectives.
Use one real-time command channel that the alliance can access. Keep calls short and explicit: target, launch time, troop request, reinforce, recall, or hold. A clear call is more useful than a busy chat during a control change.
Set the operating plan
Choose roles before the map becomes busy. One player can cover more than one role in a smaller alliance, but each responsibility should have an owner.
| Role | Responsibility during the battle |
|---|---|
| War caller | Sets the target, timing, and retreat or reinforce calls. Use one command channel. |
| Main rally lead | Opens the priority rally with a strong, tested march and high rally capacity. Keep the number of leads small. |
| Defense lead | Is ready to enter the Supreme Prison as soon as control changes, then coordinates the first garrison response. |
| Reinforcement group | Fills the Supreme Prison after capture and replaces troops when the caller asks. |
| Reserve group | Keeps at least one march free for the next push, counterattack, or emergency reinforcement. |
| Support objective group | Handles nearby forts or turrets only when the caller assigns a job that supports the central fight. |
Prepare your account
- Improve the combat research, heroes, gear, and equipment used by your assigned march before the event begins.
- Set attack, defense, and reinforcement march presets before the event begins. Follow the troop mix the lead requests, especially when the front line needs replacing.
- Check hospital capacity and keep healing resources ready.
- Keep the teleport items and march slots you need for the alliance plan.
- If the current map rules allow it, move core players to an assigned safe perimeter near the objective before the opening call.
- Check the current effect and cost of any optional battle buff before using it. Do not require a fixed diamond spend from alliance members.
- Tell the caller how many usable marches you have. A smaller, honest number is more useful than a large promise that cannot arrive on time.
- If you will be offline, do not leave a vulnerable march near the objective.
The battle plan
1. Open with one clear target
The first job is to create a single point of pressure. Let the designated main rally lead start the push, then have other players join it or prepare to reinforce the Prison after control changes.
Avoid a burst of solo attacks. They spend troops without giving the alliance a full rally, and they make it harder for the caller to see who is available for the next move. Favour rally leads with both a strong battle march and enough rally capacity to use the alliance’s troops well.
2. Turn capture into a hold
Taking the Prison is only the beginning. Once your alliance controls it:
- Let the designated defense lead enter promptly, then fill reinforcements in the order the caller gives.
- Keep one or more marches outside as a reserve, rather than sending every march into the first hold.
- Watch battle reports and the garrison capacity. Replace troops before the objective becomes empty.
- Rotate or recall damaged marches when the caller asks, and have the next frontline replacement ready before the current one is exhausted.
- Do not chase nearby player bases while the Prison needs reinforcements.
If the rules award time held, every unplanned gap is expensive. If they award settlement control or ranking, the same discipline still protects your best window to score or finish in control.
3. Fight the next window, not the last report
When the enemy retakes the Prison, stop random counterattacks. Regroup around the next command:
- Check which rally leads and marches are ready.
- Choose one priority push.
- Launch the rally and stage reinforcements for the moment control changes.
- Rebuild the reserve instead of committing every return march at once.
Staggering the alliance’s pressure is usually stronger than emptying every march into one wave. It forces the defending side to answer repeatedly and keeps your own reinforcement lane available. A second rally or a nearby objective can create useful side pressure, but only when the caller can do it without weakening the main push.
Nearby forts and support buildings
Check the current building tooltips before assigning any nearby fort, turret, or support building. Their effect decides whether they deserve people and marches during the central fight.
If a nearby objective affects the Supreme Prison, assign it a specific job:
- Control it first when it protects your Prison hold or weakens the enemy garrison.
- Contest it at the same time when leaving it to the enemy would stop your central push.
- Ignore it temporarily when the current Prison window is more valuable and the turret effect is too small to justify splitting the team.
Do not send a few players to every building just because it is on the map. Make the decision from the tooltip and the current battle state.
How to contribute at every power level
If you are a rally lead
- Lead only the pushes the caller has assigned to you.
- Announce your launch time, march size, and recovery time clearly.
- Use the tested hero, gear, and troop setup that fits your assigned role.
If you are joining rallies or reinforcing
- Join the assigned lead early enough to arrive with the push.
- Save one march when the caller needs a rapid reinforcement response.
- Use troops you can afford to heal without overfilling the hospital.
- Fill the troop mix the lead requests instead of sending an unplanned march.
- Follow the target call, even if another fight looks closer on the map.
If your alliance is outmatched
Do not feed solo marches into the strongest enemy garrison. Focus on clean timing: join the alliance’s best rally, reinforce when control changes, and use the next open window after enemy marches return. A disciplined smaller force can protect more participation and avoid unnecessary hospital pressure.
After the settlement
- Read your battle reports before healing or moving troops through systems that may affect event accounting.
- Confirm that alliance members who should receive a reward are still in the alliance at settlement time, if the current rules require it.
- If your server grants Supreme Buff access, publish a simple schedule with the player, time slot, and a rule for cancelling unused reservations.
- Record what worked: rally launch time, reinforcement delays, hospital pressure, and any turret interaction. That record is more useful than a vague memory before the next battle.